UnrealEngine Cinematic R&D
VFX demonstration… …during one of my Unreal course. Students asked me about building FX cinematic from scratch…
ICVFX / IVRVFX – VirtualCam – UnrealEngine
Using VR tracking pads for realtime Virtual Camera …also works in VR
First try on “Heightfield” module in Houdini. …with very quick and bad Photoshop compo sorry no time 😉 Main goal, more than testing the very great Houdini’s “Heightfield” tools, was to build a workflow based on Cops, so third-party renderers could easily read masks and textures generated by the Heightfield tools suite. Terrain base Shape First starting with a lowres grid (100×100), for placing the global volumes, and tracing the river zone. First basic noise Painting of the river Smoothing and refine before carving Refining Upsampled (1000×1000) it to have the correct look and details for terrain filters like erode, noise and slump. applying large Worley noise using mask to merge with original noise, erode and distort on the second part carving river again slump near river fine-carving river Extracting Maps As the aim was to create a third-party render-friendly asset (thus I’m using Redshift), it had to be able to export “standard” type of data including maps, which are originaly based on native heightfield masks.To do this they had to be translated into Cops, which also permit more complex mask/textures generation. import legacy heightfield masks into Cop for creating complex texture masks visualizing masks with color pointclouds for vegetation Textures and Vegetation Using the maps from precedent Cop in Redshift shader nodes. import heightfield into Redshift adapted node importing embedded Cops and referencing maps using them in Redshift Shader’s blending Not that good at this time for very close shots, and water will be worked on next step… Textures and trees found on the internet.
Modeling for both HighRes and Realtime …from ZBrush to Houdini, and very soon Unreal Engine ZBrush Modeling Modeling and retopology with ZBrush. Modeling and apart export of specifics lowres parts. base modeling base modeling retopology thruster reactor turbine Houdini rigging Import of and assembly of ZBrush elements, UV layout and rigging, with the goal to conserve a very low but subdivide friendly geometry. The array meshe parts from ZBrush had to be remade in Houdini in order to be more easily rigged, and required to be all individuals (no instances) so they all have their own UVs (and specific textures) import and reassemble for very geometric parts UV layout defining of bevel edges bevel and subdivision test Hudini rigging for moveable parts final assembly export for texturing Substance Designer Creation of the metal panel’s procedural texture. creating tileable plates pattern extracting rivets zones creating rivets assembly parameters export and test render Substance Painter Classic work of texturing via Substance Painter. Use of instance layers for red color accross parts, and anchor Layer for scratches reacting to normal details layer.Maps exported in Unreal Engine 4 preset, so can be used in both HighEnd and Realtime Renderers. base pre-created metal plattes basic painting (red pain as an instance layer) basic scratches screen same for “turbines” and reactors Final Render Back to Houdini with Redhift (PBR worlflow). …with a tip to show Redshift textures in display. houdini testing and Redshift rendering test render test render test render
Weird Hairs Research
Simple research with Houdini, strokes and Redshift …yep, I’m testing Redshift That’s all folks !